Digital Supply Chain Management in the Videogames Industry: A Systematic Literature Review
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Digital Supply Chain Management in the Videogames Industry: A Systematic Literature Review Stephen Kelly1 · Vojtech Klézl2,3 · John Israilidis4 · Neil Malone5 · Stuart Butler6 Received: 13 September 2020 / Accepted: 22 November 2020 © The Author(s) 2020
Abstract As industries mature, they rely more heavily on supply chain management (SCM) to ensure effective operations leading to greater levels of organisational performance. SCM has been widely covered in many industrial areas and, in line with other burgeoning sectors such as Tourism, an industry focus provides the opportunity to look in-depth at the context-based factors that affect SCM. Developments in digital distribution and rapid technological innovations have resulted in an increased focus on Digital Supply Chains (DSCs), which bring about significant changes to how consumers, customers, suppliers, and manufacturers interact, affecting supply chain design and processes. Through a systematic review of the Videogames Industry Supply Chain Management literature, which serves as a pertinent contextual example of a DSC, we look at how supply chains are affected by structural, market and technological change, such as increased platformisation, disintermediation and the proliferation of digital distribution. We distil these findings into a new research agenda, which identifies themes in line with extant DSC research, provides a series of relevant practice recommendations and identifies opportunities for future research. Keywords Videogames · Digital supply chain · Digital distribution · Literature review
* Stephen Kelly [email protected] 1
Edge Hill University Business School, Ormskirk, UK
2
School of Business, Örebro University, Örebro, Sweden
3
Faculty of Economics, Department of Marketing and Business, VSB-Technical University of Ostrava, Ostrava, Czech Republic
4
Nottingham Business School, Nottingham Trent University, Nottingham, UK
5
Salford Business School, University of Salford, Salford, UK
6
School of Digital, Technologies & Arts, Staffordshire University, Staffordshire, UK
13
Vol.:(0123456789)
The Computer Games Journal
1 Introduction Identifying individual parts of a supply chain (SC) is key for increasing organisational performance and achieving greater collaboration and integration (Flynn et al. 2010; Ataseven and Nair 2017). Organisations that engage in effective linkby-link, relationship-by-relationship management can compete more effectively (Lambert and Pohlen 2001) and are better prepared to mitigate risks and overcome unexpected disruption (Kaufmann et al. 2016). However, technology shifts and innovations have brought about significant changes to how consumers, customers, suppliers, and manufacturers interact (Farahani et al. 2017). A greater use of digital distribution, more rapid innovations in technological development and an increase in the customer-driven nature has seen a greater reliance on, and interest in, Digital Supply Chains (DSCs), which affects supply chain design and processes. The adoption of
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